Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Furrae Race 1.1.6Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Timed Rest 1.0.6Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.1.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.1.6A collection of tweaks for existing ToME content. Items Vault 1.1.2Donators/Buyers bonus! Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. Midnight 1.1.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Go to Landmark 1.0.6Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faerie Race 1.0.5This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.1.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Wights 1.0.4Adds Wights as playable undead race. magebow class v17 1.1.5Tourist Class (Example Addon for ToME) 1.0.5Example addon, adds Tourist class.
Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus (1.1a) 1.1.1The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Beholder (Continuation) 1.1.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 20 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Emelomina the multi-hued crystal at level 9 on the 16th Dusk 122nd year of Ascendancy at 13:01 0 / 6Killed by crimson crystal at level 11 on the 18th Dusk 122nd year of Ascendancy at 05:21 Killed by Chronolith Twin at level 19 on the 8th Flare 123rd year of Ascendancy at 03:50 Killed by Chronolith Twin at level 19 on the 8th Flare 123rd year of Ascendancy at 05:22 Killed by skeleton mage at level 20 on the 9th Flare 123rd year of Ascendancy at 13:35 Killed by orc blood mage at level 20 on the 9th Flare 123rd year of Ascendancy at 14:58 |
Primary Stats
| Strength | 81.595727509167 (base 26) |
| Dexterity | 39.345727509167 (base 12) |
| Constitution | 33 (base 30) |
| Magic | 52.426245325546 (base 29) |
| Willpower | 46 (base 26) |
| Cunning | 25 (base 12) |
Resources
| Mana | 250/250 |
| Psi | 76/76 |
| Life | -28/590 |
| Positive | 0/107 |
| Stamina | 127/127 |
| Paradox | 217 |
| Healing Factor | 1.46 |
| Regeneration | 3.212 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +123.01803302227% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 39 |
| Crit Chance | 16% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43.475415108515 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36.1 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | -12% |
| Cold | +15% |
| All | 0% |
| Lightning | +3% |
| Light | +18% |
| Mind | +6% |
| Darkness | +24% |
| Fire | +13% |
| Nature | +8% |
Offense: Damage Penetration
| Nature | +13% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 95.021666862074 (100%) |
| Defense | 34.937377866928 |
| Ranged Defense | 39.937377866928 |
| Fatigue | 63 |
| Physical Save | 41.311168209403 |
| Spell Save | 40.900143729829 |
| Mental Save | 27.8375 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 27%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 16%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 263 life, and cure one cut or wound effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 604% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Forge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Strength of Purpose |
| talent | Fiery Hands |
| talent | Forge Shield |
| talent | Augmentation |
| talent | Shield Wall |
| talent | Quantum Feed |
| talent | Shock Hands |
| talent | Inner Power |
| talent | Stone Skin |
| talent | Beyond the Flesh |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Reduces physical damage received by 16%. Earthen Barrier |
| beneficial effect | Increases global action speed by 23%. Speed |
| beneficial effect | Absorbs 6 damage from the next blockable attack. Currently Blocking: Blight. Forge Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by black crystal. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Lisebremira the giant venus flytrap. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 64. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed electric eel tail. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You entered a temporal rift on level 4 of the Daikara and found yourself outside an underground city of dwarves. The Lost City of VulcusWhile exploring the town, it came under seige. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | dwarven-steel greatmaul of nature (41.5-62.25 power, 2 apr) dwarven-steel greatmaul of nature (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 38% nature When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +6% nature Massive two-handed maul. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 213.98 fire damage over 3 turns. The damage will increase with your Strength or Willpower, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Light source | piercing alchemist's lamp of the moons piercing alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances: +8% light Changes resistances penetration: +7% all Changes damage: +6% darkness Damage affinity(heal): +5% darkness Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 156.76 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren dwarven-steel helm (0 def, 4 armour) thaloren dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +8% blight Mental save: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | psionicist's copper ring of power psionicist's copper ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 Changes stats: +3 Wil Mental save: +6 Spellpower: +6 Mindpower: +5 Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% Special effect when this weapon crits: release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | Blastwire BlastwireCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +7 Damage when the wearer is hit: 8 lightning Spell save: +7 Maximum stamina: +10.00 Healing mod.: +5% A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | spellcowled linen cloak of the hunt (1 def, 0 armour) spellcowled linen cloak of the hunt (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 Defense: +1 Fatigue: -4% Changes stats: +1 Wil / +1 Mag Spell save: +6 Maximum life: +41.00 Maximum mana: +41.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glimmerjam the voratun plate armour (9 def, 31 armour) Glimmerjam the voratun plate armour (9 def, 31 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +9 Fatigue: +26% Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 17 physical Changes resistances: +3% mind Changes damage: +6% mind Life regen: +1.80 Maximum life: +43.00 Light radius: +3 Healing mod.: +21% A suit of armour made of metal plates. |
Inventory
Rune of the Rift (334.00 temporal damage, removed from time 4 turns) Rune of the Rift (334.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 334.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. cleansing steel amuletcleansing steel amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% nature / +12% blight Poison immunity: +22% Disease immunity: +30% Amulets can have magical properties. |
insulating steel amulet of constitution (+2) insulating steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
restful gold amulet of magic (+3) restful gold amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +0.90 Amulets can have magical properties. |
starlit steel amulet of cunning (+5) starlit steel amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances: +11% darkness / +13% light Blindness immunity: +23% Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold ring of blinding strikes gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 5 physical / 5 blinding / 4 lightning Damage when the wearer is hit: 5 physical / 6 blinding / 3 lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of powermarksman's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Physical power: +6 Changes stats: +3 Dex Spellpower: +6 Mindpower: +7 Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
savior's copper ring of lightning (+22%) savior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 Spell save: +6 Mental save: +6 Rings can have magical properties. |
savior's steel ring of nature (+26%) savior's steel ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% nature Changes damage: +13% nature Physical save: +6 Spell save: +6 Mental save: +6 Rings can have magical properties. |
steel ring 'Blacktooth' steel ring 'Blacktooth'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid / +3% temporal Changes damage: +6% darkness / +11% acid Rings can have magical properties. |
warrior's steel ring of sensing warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +25% See stealth: +5 See invisible: +7 Rings can have magical properties. |
wizard's steel ring of darkness (+20%) wizard's steel ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +8 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of projection (18.5-27.75 power, 2 apr)balanced steel battleaxe of projection (18.5-27.75 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +10 mind When wielded/worn: Accuracy: +8 Defense: +9 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Moon (30-39 power, 30 apr)Moon (30-39 power, 30 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
Spelldrinker (28-36.4 power, 9 apr) Spelldrinker (28-36.4 power, 9 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). Special effect when this weapon hits: steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level. psychic's steel greatmaul (23-34.5 power, 2 apr)psychic's steel greatmaul (23-34.5 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Mindpower: +8 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. thought-forged steel longsword of daylight (13-18.2 power, 3 apr)thought-forged steel longsword of daylight (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +7 mind / +7 light Damage conversion: 31% mind Damage against: +8% Undead When wielded/worn: Changes stats: +2 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Issurath (25-30 power, 4 apr, darkness damage)Issurath (25-30 power, 4 apr, darkness damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Physical power: +8 Changes stats: +1 Wil / +3 Mag Damage when the wearer hits(melee): 13 silence Changes resistances: +9% darkness / +6% temporal Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +3 Maximum mana: +46.00 Spellpower: +21 Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of projection (20-24 power, 4 apr, arcane damage)cruel yew magestaff of projection (20-24 power, 4 apr, arcane damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +11 Spell crit. chance: +5% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, fire damage)yew magestaff (20-24 power, 4 apr, fire damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel waraxe (10-14 power, 3 apr)steel waraxe (10-14 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of ruin (12.5-17.5 power, 3 apr)steel waraxe of ruin (12.5-17.5 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Critical mult.: +11.00% One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
focusing cashmere robe of nature (+18%) (2 def, 0 armour) focusing cashmere robe of nature (+18%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Wil / +5 Mag Changes resistances: +18% nature Changes damage: +12% nature Mana each turn: +0.15 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant woollen robe of nature (+27%) (0 def, 0 armour)verdant woollen robe of nature (+27%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +27% nature Changes damage: +18% nature Life regen: +2.90 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Inflicts 93.89 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
blood-etched steel shield of harmony (6 def, 2 armour, 16 dam, 42.5 block) blood-etched steel shield of harmony (6 def, 2 armour, 16 dam, 42.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +4 Con Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +2 Block Life regen: +1.00 Healing mod.: +22% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 22 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
shocking dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 29 dam, 79.5 block) shocking dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 29 dam, 79.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage when this weapon hits: +13 lightning When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 7 lightning Damage when the wearer is hit: 10 lightning Changes resistances: +17% cold Talent granted: +3 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows of paradox (10/10, 17-23.8 power, 7 apr)arcing quiver of ash arrows of paradox (10/10, 17-23.8 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 10 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits(ranged): +7 lightning / +6 % chance of confusion / +5 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of accuracy (13/13, 31-43.4 power, 10 apr)quiver of yew arrows of accuracy (13/13, 31-43.4 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
Ziruigas the Venompulverizer (dig speed 33 turns) Ziruigas the Venompulverizer (dig speed 33 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str Damage when the wearer hits(melee): 4 nature Changes resistances: +6% fire Changes damage: +6% nature Spell save: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 malachite 5 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. CracklehackCracklehack Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning Mental save: +8 Light radius: +3 See stealth: +10 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
5 carnelian 5 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
8 tiny geode 8 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By BoneWork the Skeleton Adventurer level 12
23rd Dusk 122nd year of Ascendancy at 20:27 see stats
Bringer of Doom
Killed a Bringer of Doom.By BoneWork the Skeleton Adventurer level 15
11st Pyre 123rd year of Ascendancy at 09:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By BoneWork the Skeleton Adventurer level 12
33rd Dusk 122nd year of Ascendancy at 14:48 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By BoneWork the Skeleton Adventurer level 18
5th Flare 123rd year of Ascendancy at 15:48 see stats
Exterminator
Killed 1000 creatures.By BoneWork the Skeleton Adventurer level 15
11st Pyre 123rd year of Ascendancy at 09:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By BoneWork the Skeleton Adventurer level 12
23rd Dusk 122nd year of Ascendancy at 15:10 see stats
Level 10
Got a character to level 10.By BoneWork the Skeleton Adventurer level 10
16th Dusk 122nd year of Ascendancy at 14:33 see stats
Level 20
Got a character to level 20.By BoneWork the Skeleton Adventurer level 20
8th Flare 123rd year of Ascendancy at 08:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By BoneWork the Skeleton Adventurer level 15
66th Regrowth 123rd year of Ascendancy at 19:04 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By BoneWork the Skeleton Adventurer level 12
23rd Dusk 122nd year of Ascendancy at 20:27 see stats
The Arena
Unlocked Arena mode.By BoneWork the Skeleton Adventurer level 8
2nd Flare 122nd year of Ascendancy at 00:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By BoneWork the Skeleton Adventurer level 12
23rd Dusk 122nd year of Ascendancy at 20:27 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By BoneWork the Skeleton Adventurer level 15
12nd Pyre 123rd year of Ascendancy at 01:47 see stats
The secret city
Discovered the truth about mages.By BoneWork the Skeleton Adventurer level 13
12nd Haze 122nd year of Ascendancy at 17:23 see stats
Log
BoneWork uses Re-assemble.
BoneWork receives 179 healing from Re-assemble.
Orc blood mage casts Blood Grasp.
Orc blood mage drains life from BoneWork!
Orc blood mage receives 82 healing from BoneWork.
Orc blood mage's Blood Grasp hits BoneWork for (6 blocked), 164 blight (164 total damage).
BoneWork is freed from the rigor mortis.
BoneWork speeds up.
Umber hulk is dazed!
BoneWork hits Umber hulk for 31 nature, 33 physical, 5 fire, 2 light, 5 mind, 4 lightning (81 total damage).
Dwarven Warrior rushes out!
Umber hulk is dazed!
Orc blood mage casts Soul Rot.
Umber hulk misses BoneWork.
Dwarven Warrior hits Umber hulk for 110 physical, 9 acid (119 total damage).
Umber hulk is not dazed anymore.
Umber hulk is not dazed anymore.
Dwarven Cannoneer's lava ball hits Umber hulk for 77 fire, 123 physical (200 total damage).
Dwarven Cannoneer's lava ball hits Umber hulk for 77 fire, 123 physical (200 total damage).
Dwarven Cannoneer's lava ball hits Something for 154 fire, 154 physical (308 total damage).
Dwarven Cannoneer's lava ball hits Skeleton mage for 154 fire, 154 physical (308 total damage).
Dwarven Cannoneer's lava ball hits Skeleton mage for 154 fire, 154 physical (308 total damage).
Dwarven Cannoneer's lava ball hits Skeleton archer for 154 fire, 116 physical (270 total damage).
Dwarven Cannoneer's lava ball hits Orc blood mage for 154 fire, 154 physical (308 total damage).
Dwarven Cannoneer's lava ball hits Skeleton archer for 154 fire, 154 physical (308 total damage).
Talent Assault is ready to use.
BoneWork forges a dream shield to block the attack!
Saving game...
